Key Features
- Get started with Vulkan API and its programming techniques to create stunning 3D Graphics
- Harness the power of modern GPU devices with Vulkan
- Work through easy-to-follow, step-by-step examples to achieve highly performant graphics applications
Book Description
Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and in contrast offers greatflexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the working of Vulkan and how you can make stunning graphics run with minimum hardware requirements.
The book begins with a brief introduction to Vulkan system and its distinct features with the successor OpenGL API. First, you will establish a connection with hardware devices to query the available queues, memory types and offered capabilities. Vulkan is very verbose, before diving deep into programing, this book teaches debugging techniques allowing the first time beginners overcome error traps using Vulkan layer and extension features.This book covers a detailed view of memory management and demonstrates the use of buffer and image resource for creating drawing images for presentation engine and vertex buffers for storing geometry information.
You'll get a brief overview of SPIR-V, the new way to manage shaders during runtime, and you'll define a single unit of work using attachment and Subpasses in the Render pass. You'll also create frame buffers and build a solid graphics pipeline and make use of the synchronizing mechanism to manage GPU and CPU hand-shaking.
This book will teach you all you need to know to get your hands dirty with the coolest Graphics API on the block.
What you will learn
- Get to grips with Vulkan's ecosystem
- Initialize Vulkan for hand-shaking with the GPU
- Debug applications through validation layers
- Learn memory management for image and buffer resource
- Work with SPIR-V to code shaders
- Define a Subpass Unit work with Render pass
- Create frame buffer and build the graphics pipeline
- Update shader resources with descriptor
- Bring realism with textures
About the Author
Parminder Singh is a computation graphics engineer living in Singapore. He has been working and developing graphic applications in the fields of network simulations, geo-modeling, navigation, automotive, infotainment system, image processing, and post production for the past decade. His research interests include GPU programing for scalable graphics and compute applications.
He is a Vulkan, Metal and OpenGL ES trainer and authored OpenGL ES Cookbook 3.0. His hobbies include traveling, light cooking, and spending quality time with his toddler baby girl.
Feel free to connect Parminder at https://www.linkedin.com/in/parmindersingh18 or reach his website: http://openglescookbook.com.